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Companions also need to eat and sleep Ver.1.05 December 22, 2021


Companions will also need to eat and sleep.
It is recommended to use the survival mode. This mod will work outside of survival mode.


*Initially, the mod was created under the name "Npcs Need to Eat and Sleep".
 The name of the plug-in is still the same, and NNES is used as the abbreviation.


[Updates]

Ver.1.05 December 22, 2021

*The management target of this mod has been changed to Actor with the following keyword.

ActorTypeHuman
ActorTypeGhoul
ActorTypeSuperMutant
ActorTypeDog

This means that races of other mods created based on the basic race with the above keyword
can also be managed. You can now manage races of other mods created based on the basic race
with the above keyword.


*The following items have been added to the configuration holotape of NNES.

[Remove all companions under management from NNES]
This is the command to initialize the administrative state.


[Requirements]

Fallout 4 Script Extender (F4SE),


[Features]



Companions will also need to eat and sleep.
Companions will have three new parameters.

 Hunger
 Thirst
 Fatigue

The maximum value of each parameter is 24, and it increases over time.
The larger the value, the more stressed the body condition is,
and the S.P.E.C.I.A.L. The higher the S.P.E.C.I.A.L. parameter,
the more stressed the body is. Also, when the fatigue reaches its limit
The companion will not be able to move on the spot.

A means of decreasing the value of each parameter.

Hunger --> ingest food.
Thirst --> Take a drink.
Fatigue --> Sleep (in bed, sleeping bag, etc.), drink caffeinated beverages.

*A direct command to display the parameter status will be added to the managed companion.



 
If you give your companion food and drinks, they will automatically consume them.
Also, if there is a drink or food nearby when hunger and thirst values are high,
the companion will pick it up and consume it on its own.




If there is an ownerless bunk nearby, instruct your companion to sleep there.
Also, if the companion's fatigue is high and there is an ownerless bunk
nearby The companion will automatically sleep there.

After a certain amount of time has passed, the companion will wake up on
its own when its fatigue level reaches zero. The player can also wake up
the companion.

*If a bunk is not owned by the bunker owner, but is reserved for a settler
or other person to sleep in The companion refuses to sleep in it.

*Since there are no beds that can be used by Strong and Dogmeat, you can
instruct them to set up a bed from the setting holotape that is automatically
added when the mod is installed.

*Companions wearing power armor cannot eat or sleep.
You can tell your companions to "stand by" to get out of the PowerArmor,
so set it down and raise it.
Don't forget to instruct your companion to enter the PowerArmor after They
has finished resting.




When this mod is installed, all vanilla and modded companions will be added to
the management list. (Up to 10 companions)
However, only the following species are subject to management.

 Humans (Generation 3 synth)
 Ghouls
 Super mutants
 Dogmeat

The process of adding a companion to be managed is executed every hour cycle in
in-game time. Therefore, characters who have joined after the introduction of
this mod will not be controlled until this cycle is over. It will not be managed
until this cycle.




For vanilla companions, there are also lines about eating and sleeping.
(Nick Valentine, Old Longfellow, and Porter Gage are not eligible.)

I used this one to create the companion voice.

xVASynth 2 - F4VA Synth
https://www.nexusmods.com/fallout4/mods/49340


[Change log]

Ver.1.04 December 19, 2021

*Dog mattresses and super mutt resting chairs are now available for crafting in the workshop. (Category: Beds)

*The following items have been added to the configuration holotape of NNES.

[Tell the companion to goto bed]
Instructs all companions under control by this mod to go to sleep at once.

[Call the companions tot the player]
The companion under control by this mod is called up all at once.
Use this when you have a companion who has become stuck somewhere due to
exhaustion and has gone missing. Please use it when there is a companion
who has gone missing.

*You can now check who has reserved the bedding.

Ver.1.03 November 28, 2021

*Fixed a bug that prevented the dog mattress and super mutant resting chair from being installed.

*NNES configuration holotapes can now be created from the Chemistry Station (utility).

*Changed two of Hancock's lines.

*Changed the first person in Strong's dialog to "Strong".

Ver.1.02 November 25, 2021

*The following ActorValue that was used as a parameter of the companion has been stopped
and replaced with this mod's original ActorValue.

Variable02 Variable03 Variable05 Variable07 Variable08 Variable09

This fix may eliminate the problem of companions not eating or sleeping long enough to
recover from fatigue.

**If you have installed version 1.01 or earlier, please follow the steps below to
install this mod after a clean save.

(1) Uninstall the old version.

(2) Load the saved data.

(3) Save the game (without this mod installed).

(4) Install this version.

Ver.1.01 November 23, 2021
*Corrected a strange part of each companion's dialog. Also fixed audio data.

Ver.1.00 November 21, 2021

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